Publications
During the year of 2022, the Interactive Technologies Institute research team has excelled in the production of scientific outputs. The team has successfully published 94 papers in journals, 76 in international conferences and 26 book chapters
2021
Jürgens, Stephan; Correia, Nuno N.; Masu, Raul
The Body Beyond Movement: (Missed) Opportunities to Engage with Contemporary Dance in HCI Proceedings Article
In: Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 1–9, Association for Computing Machinery, New York, NY, USA, 2021, ISBN: 978-1-4503-8213-7.
@inproceedings{jurgens_body_2021,
title = {The Body Beyond Movement: (Missed) Opportunities to Engage with Contemporary Dance in HCI},
author = {Stephan Jürgens and Nuno N. Correia and Raul Masu},
url = {https://doi.org/10.1145/3430524.3440624},
doi = {10.1145/3430524.3440624},
isbn = {978-1-4503-8213-7},
year = {2021},
date = {2021-02-01},
urldate = {2021-02-15},
booktitle = {Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {1--9},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {TEI '21},
abstract = {This paper argues that a significant paradigm change in contemporary dance can offer further opportunities for HCI researchers interested in embodied interaction and interactive system design. Based on the analysis of 42 HCI papers in our data set, resulting from searches in two computing research libraries, we suggest seven thematic categories that reflect how HCI researchers have been engaging with contemporary dance. Moreover, we propose a standardized usage of contemporary dance terminology in HCI literature, and discuss the current state of engagement with publications from the field of performance theory. We identify three opportunities for HCI, which can arise through further engagement with the knowledge produced in contemporary dance and performance: to engage with the field of embodied interaction from the perspective of performance research and theory; to employ contemporary dance methods and practices in HCI research; and to integrate contemporary dance choreographers and performers as researchers in interdisciplinary projects.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Correia, Nuno N.; Masu, Raul; Pham, An Hoang Dieu; Feitsch, Jochen
Connected Layers: Evaluating Visualizations of Embodiment in Contemporary Dance Performances Proceedings Article
In: Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction, pp. 1–12, Association for Computing Machinery, New York, NY, USA, 2021, ISBN: 978-1-4503-8213-7.
@inproceedings{correia_connected_2021,
title = {Connected Layers: Evaluating Visualizations of Embodiment in Contemporary Dance Performances},
author = {Nuno N. Correia and Raul Masu and An Hoang Dieu Pham and Jochen Feitsch},
url = {https://doi.org/10.1145/3430524.3440621},
doi = {10.1145/3430524.3440621},
isbn = {978-1-4503-8213-7},
year = {2021},
date = {2021-02-01},
urldate = {2021-02-15},
booktitle = {Fifteenth International Conference on Tangible, Embedded, and Embodied Interaction},
pages = {1--12},
publisher = {Association for Computing Machinery},
address = {New York, NY, USA},
series = {TEI '21},
abstract = {There has been a growing interest in interactive visuals in contemporary dance performances. These visuals often rely on embodied interaction techniques, such as motion capture or biosignal sensors. However, there is a lack of research into how audience members experience these interactive visuals, and how to enhance that experience. We conducted an audience study, involving four different dance performances. Each of the performances explored a different approach for interaction involving visuals. We collected data from audience members, regarding their experience of the performances, using questionnaires and interviews. The analysis of this data allows us to identify implications for design: balancing trade-offs within a mapping clarity spectrum; connecting layers; visuals as co-creative mediator; defined territory and individuality of visuals; exploration of perspective shift and abstract fragmentation. We argue that these considerations are relevant for designers of systems visualizing embodied interaction, not just for dance, but also for other related applications.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
Correia, Nuno N.; Jürgens, Stephan; Masu, Raul; Feitsch, Jochen; Druzetic, Ivana
Performative Virtual Scenes: A Dynamic VR Environment Design Approach Proceedings Article
In: Hauge, Jannicke Baalsrud; Cardoso, Jorge C. S.; Roque, Licínio; Gonzalez-Calero, Pedro A. (Ed.): Entertainment Computing – ICEC 2021, pp. 100–114, Springer International Publishing, Cham, 2021, ISBN: 978-3-030-89394-1.
@inproceedings{correia_performative_2021,
title = {Performative Virtual Scenes: A Dynamic VR Environment Design Approach},
author = {Nuno N. Correia and Stephan Jürgens and Raul Masu and Jochen Feitsch and Ivana Druzetic},
editor = {Jannicke Baalsrud Hauge and Jorge C. S. Cardoso and Licínio Roque and Pedro A. Gonzalez-Calero},
url = {https://link.springer.com/chapter/10.1007%2F978-3-030-89394-1_8},
doi = {10.1007/978-3-030-89394-1_8},
isbn = {978-3-030-89394-1},
year = {2021},
date = {2021-01-01},
urldate = {2021-11-02},
booktitle = {Entertainment Computing – ICEC 2021},
pages = {100--114},
publisher = {Springer International Publishing},
address = {Cham},
series = {Lecture Notes in Computer Science},
abstract = {This paper proposes a dynamic VR environment design approach to enhance the way a user experiences a computer generated character’s movement. We transferred concepts and practices from performance studies to create a dynamic VR environment, in which design elements are interconnected and changing with the character’s movement. Our focus was on space and light as two essential elements of both dance performances and virtual environments. We employed and tested our dynamic VR environment design approach by means of two studies (on space and on light) with 24 users in total. The results of these studies are discussed with regard to the enhancement of, and benefits for the user experience, followed by suggestions for the applicability of our approach to other fields in VR design.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}
2020
Jürgens, Stephan; Correia, Nuno N.; Masu, Raul
Designing Glitch Procedures and Visualisation Workflows for Markerless Live Motion Capture of Contemporary Dance Proceedings Article
In: Proceedings of the 7th International Conference on Movement and Computing, pp. 1–8, Association for Computing Machinery, Jersey City/Virtual, NJ, USA, 2020, ISBN: 978-1-4503-7505-4.
@inproceedings{jurgens_designing_2020,
title = {Designing Glitch Procedures and Visualisation Workflows for Markerless Live Motion Capture of Contemporary Dance},
author = {Stephan Jürgens and Nuno N. Correia and Raul Masu},
url = {https://doi.org/10.1145/3401956.3404225},
doi = {10.1145/3401956.3404225},
isbn = {978-1-4503-7505-4},
year = {2020},
date = {2020-07-01},
urldate = {2020-07-15},
booktitle = {Proceedings of the 7th International Conference on Movement and Computing},
pages = {1--8},
publisher = {Association for Computing Machinery},
address = {Jersey City/Virtual, NJ, USA},
series = {MOCO '20},
abstract = {This paper presents a case study in the exploration and creative usage of errors and glitches in the real-time markerless motion capture of contemporary dance. We developed a typology of MoCap failures comprised of seven categories, allowing the user to situate each distinct error in the respective stage of the motion capture pipeline. This way, glitch procedures for the creative use of 'bad' MoCap data were designed, resulting in uncommon avatar visualisations. We propose an additional 're-visualisation' module in our motion capture pipeline and avatar staging approach, which enables choreographers and digital artists to rapidly prototype their ideas in a mixed reality performance environment. Finally, we discuss how our extended MoCap pipeline and avatar staging set-up can support artists and researchers who aim at a flexible and adaptive workflow in real-time motion visualization.},
keywords = {},
pubstate = {published},
tppubtype = {inproceedings}
}